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authorClément Foucault <foucault.clem@gmail.com>2018-06-10 16:30:49 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-10 21:06:26 +0300
commit95894421cb4e9ccabb4cff393b561625b9bc4280 (patch)
treedb343a83b911d7fe2ca2f1d4d7c9814598e19530 /source/blender/draw/engines/workbench/workbench_forward.c
parentb23d5132a90a0e8360a20199c8e7bb45174987c4 (diff)
Workbench: Xray: Optimize and fix implementation.
There was a method explained in the Weighted Blended Order-Independent Transparency paper to support hardware that does not support per render target blending function. So now only 2 geometry passes are required instead of 3 (one being the outline/depth fill pass). This also fix how the blending is done. There was some premult confusion in the implementation.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c113
1 files changed, 15 insertions, 98 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 3bc016e139b..8d67a936382 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -50,17 +50,13 @@
static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
- struct GPUShader *transparent_revealage_sh;
- struct GPUShader *transparent_revealage_hair_sh;
struct GPUShader *object_outline_sh;
struct GPUShader *object_outline_hair_sh;
struct GPUShader *checker_depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
-#ifdef WORKBENCH_REVEALAGE_ENABLED
struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
-#endif
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
int next_object_id;
float normal_world_matrix[3][3];
@@ -71,9 +67,6 @@ extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_workbench_forward_composite_frag_glsl[];
extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
-#ifdef WORKBENCH_REVEALAGE_ENABLED
-extern char datatoc_workbench_forward_transparent_revealage_frag_glsl[];
-#endif
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
@@ -127,22 +120,6 @@ static char *workbench_build_forward_transparent_accum_frag(void)
return str;
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
-static char *workbench_build_forward_transparent_revealage_frag(void)
-{
- char *str = NULL;
-
- DynStr *ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
- BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_revealage_frag_glsl);
-
- str = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
- return str;
-}
-#endif
-
static char *workbench_build_forward_composite_frag(void)
{
char *str = NULL;
@@ -310,17 +287,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
forward_vert, NULL,
forward_depth_frag, defines_hair);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
- e_data.transparent_revealage_sh = DRW_shader_create(
- forward_vert, NULL,
- forward_transparent_revealage_frag, defines);
- e_data.transparent_revealage_hair_sh = DRW_shader_create(
- forward_vert, NULL,
- forward_transparent_revealage_frag, defines_hair);
- MEM_freeN(forward_transparent_revealage_frag);
-#endif
-
e_data.checker_depth_sh = DRW_shader_create_fullscreen(
datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
MEM_freeN(forward_vert);
@@ -337,63 +303,32 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
e_data.transparent_revealage_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
-#endif
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
+
GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
+
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
- });
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- GPU_framebuffer_ensure_config(&fbl->transparent_revealage_fb, {
- GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
});
-#endif
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
- const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_stats_group_start("Clear Buffers");
- GPU_framebuffer_bind(fbl->transparent_accum_fb);
- GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- const float clear_color1[4] = {1.0f, 1.0f, 1.0f, 1.0f};
- GPU_framebuffer_bind(fbl->transparent_revealage_fb);
- GPU_framebuffer_clear_color(fbl->transparent_revealage_fb, clear_color1);
-#endif
- GPU_framebuffer_bind(fbl->object_outline_fb);
- GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
- DRW_stats_group_end();
/* Transparency Accum */
{
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
-
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- /* Transparency Revealage */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
- psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
- grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass);
- DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
- wpd->transparent_revealage_shgrp = grp;
- }
-#endif
-
/* Depth */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
@@ -407,9 +342,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx);
-#endif
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
@@ -429,10 +362,6 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
- DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_hair_sh);
-#endif
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
@@ -496,12 +425,6 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(shgrp, "image", tex);
}
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- shgrp = DRW_shgroup_hair_create(ob, psys, md,
- psl->transparent_revealage_pass,
- e_data.transparent_revealage_hair_sh);
- DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
-#endif
shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->object_outline_pass,
e_data.object_outline_hair_sh);
@@ -550,9 +473,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom_array[i], ob);
-#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@@ -568,16 +488,10 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (is_sculpt_mode) {
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_sculpt_add(wpd->transparent_revealage_shgrp, ob, ob->obmat);
-#endif
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom, ob);
-#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
@@ -596,9 +510,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, mat_geom[i], ob);
-#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
@@ -616,7 +527,7 @@ void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DRW_stats_group_start("Clear Background");
+ DRW_stats_group_start("Clear depth");
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
DRW_stats_group_end();
@@ -631,17 +542,23 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Write Depth + Object ID */
+ const float clear_outline[4] = {0.0f};
GPU_framebuffer_bind(fbl->object_outline_fb);
+ GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline);
DRW_draw_pass(psl->object_outline_pass);
if (wpd->shading.xray_alpha > 0.0) {
- /* Shade */
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
DRW_draw_pass(psl->transparent_accum_pass);
-#ifdef WORKBENCH_REVEALAGE_ENABLED
- GPU_framebuffer_bind(fbl->transparent_revealage_fb);
- DRW_draw_pass(psl->transparent_revealage_pass);
-#endif
+ }
+ else {
+ /* TODO(fclem): this is unecessary and takes up perf.
+ * Better change the composite frag shader to not use the tx. */
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
}
/* Composite */